8bitworkshop/presets/cpc/siegegame.c

281 lines
5.8 KiB
C

/*
Text-based version of a Blockade-style game.
For more information, see "Making Arcade Games in C".
*/
#include "cpctelera.h"
#include <stdlib.h>
#include <string.h>
#include <stdint.h>
typedef u8 byte;
typedef u16 word;
typedef u8 bool;
#define CHAR(x) (x)
#define COLS 40
#define ROWS 25
u8* vidbuf = (u8*) 0xc000;
u8 vidchars[ROWS][COLS];
u8 bgcolor = 0;
u8 fgcolor = 1;
void clrscr() {
cpct_disableFirmware();
cpct_disableUpperROM();
cpct_setVideoMode(1);
cpct_clearScreen_f8(0);
memset(vidchars, ' ', sizeof(vidchars));
}
u8* cgetptr(byte x, byte y) {
return cpct_getScreenPtr(vidbuf, x*2, y*8);;
}
void cputcxy(byte x, byte y, char ch) {
u8* ptr = cgetptr(x,y);
cpct_drawCharM1(ptr, fgcolor, bgcolor, ch);
vidchars[y][x] = ch;
}
void putstring(byte x, byte y, const char* str) {
u8* ptr = cgetptr(x,y);
cpct_drawStringM1 (str, ptr, fgcolor, bgcolor);
}
byte getchar(byte x, byte y) {
return vidchars[y][x];
}
void vsync() {
__asm__("HALT");
__asm__("HALT");
}
void delay(int x) {
while (x--) {
vsync();
vsync();
}
}
////////// GAME DATA
typedef struct {
byte x;
byte y;
byte dir;
word score;
char head_attr;
char tail_attr;
char collided:1;
char human:1;
} Player;
Player players[2];
byte credits = 0;
byte frames_per_move;
#define START_SPEED 12
#define MAX_SPEED 5
#define MAX_SCORE 7
///////////
const char BOX_CHARS[8] = {
CHAR('+'), CHAR('+'), CHAR('+'), CHAR('+'),
CHAR('-'), CHAR('-'), CHAR('!'), CHAR('!') };
void draw_box(byte x, byte y, byte x2, byte y2, const char* chars) {
byte x1 = x;
cputcxy(x, y, chars[2]);
cputcxy(x2, y, chars[3]);
cputcxy(x, y2, chars[0]);
cputcxy(x2, y2, chars[1]);
while (++x < x2) {
cputcxy(x, y, chars[5]);
cputcxy(x, y2, chars[4]);
}
while (++y < y2) {
cputcxy(x1, y, chars[6]);
cputcxy(x2, y, chars[7]);
}
}
void draw_playfield() {
draw_box(0,1,COLS-1,ROWS-1,BOX_CHARS);
fgcolor = 2;
putstring(0,0,"Plyr1:");
putstring(20,0,"Plyr2:");
cputcxy(7,0,CHAR(players[0].score+'0'));
cputcxy(27,0,CHAR(players[1].score+'0'));
}
typedef enum { D_RIGHT, D_DOWN, D_LEFT, D_UP } dir_t;
const char DIR_X[4] = { 1, 0, -1, 0 };
const char DIR_Y[4] = { 0, 1, 0, -1 };
void init_game() {
memset(players, 0, sizeof(players));
players[0].head_attr = CHAR('1');
players[1].head_attr = CHAR('2');
players[0].tail_attr = CHAR('@');
players[1].tail_attr = CHAR('%');
frames_per_move = START_SPEED;
}
void reset_players() {
players[0].x = players[0].y = 5;
players[0].dir = D_RIGHT;
players[1].x = 25;
players[1].y = 19;
players[1].dir = D_LEFT;
players[0].collided = players[1].collided = 0;
}
void draw_player(Player* p) {
fgcolor = 3;
cputcxy(p->x, p->y, p->head_attr);
fgcolor = 1;
}
void move_player(Player* p) {
fgcolor = p->head_attr & 3;
cputcxy(p->x, p->y, p->tail_attr);
fgcolor = 1;
p->x += DIR_X[p->dir];
p->y += DIR_Y[p->dir];
if (getchar(p->x, p->y) != CHAR(' '))
p->collided = 1;
draw_player(p);
}
void human_control(Player* p) {
byte dir = 0xff;
if (!p->human) return;
cpct_scanKeyboard_f();
if (cpct_isKeyPressed(Key_CursorRight)) dir = D_RIGHT;
else if (cpct_isKeyPressed(Key_CursorLeft)) dir = D_LEFT;
if (cpct_isKeyPressed(Key_CursorUp)) dir = D_UP;
else if (cpct_isKeyPressed(Key_CursorDown)) dir = D_DOWN;
// don't let the player reverse
if (dir < 0x80 && dir != (p->dir ^ 2)) {
p->dir = dir;
}
}
byte ai_try_dir(Player* p, dir_t dir, byte shift) {
byte x,y;
dir &= 3;
x = p->x + (DIR_X[dir] << shift);
y = p->y + (DIR_Y[dir] << shift);
if (x < 29 && y < 27 && getchar(x, y) == CHAR(' ')) {
p->dir = dir;
return 1;
} else {
return 0;
}
}
void ai_control(Player* p) {
dir_t dir;
if (p->human) return;
dir = p->dir;
if (!ai_try_dir(p, dir, 0)) {
ai_try_dir(p, dir+1, 0);
ai_try_dir(p, dir-1, 0);
} else {
ai_try_dir(p, dir-1, 0) && ai_try_dir(p, dir-1, 1+(rand() & 3));
ai_try_dir(p, dir+1, 0) && ai_try_dir(p, dir+1, 1+(rand() & 3));
ai_try_dir(p, dir, rand() & 3);
}
}
byte gameover;
void flash_colliders() {
byte i;
// flash players that collided
for (i=0; i<56; i++) {
//cv_set_frequency(CV_SOUNDCHANNEL_0, 1000+i*8);
//cv_set_attenuation(CV_SOUNDCHANNEL_0, i/2);
if (players[0].collided) players[0].head_attr ^= 0x80;
if (players[1].collided) players[1].head_attr ^= 0x80;
delay(2);
bgcolor = 1;
draw_player(&players[0]);
bgcolor = 2;
draw_player(&players[1]);
bgcolor = 0;
}
//cv_set_attenuation(CV_SOUNDCHANNEL_0, 28);
}
void make_move() {
byte i;
for (i=0; i<frames_per_move; i++) {
human_control(&players[0]);
delay(1);
}
ai_control(&players[0]);
ai_control(&players[1]);
// if players collide, 2nd player gets the point
move_player(&players[1]);
move_player(&players[0]);
}
void play_game();
void declare_winner(byte winner) {
byte i;
clrscr();
for (i=0; i<ROWS/2-3; i++) {
draw_box(i,i,COLS-1-i,ROWS-1-i,BOX_CHARS);
delay(1);
}
putstring(12,10,"WINNER:");
putstring(12,13,"PLAYER ");
cputcxy(12+7, 13, CHAR('1')+winner);
delay(75);
gameover = 1;
}
void play_round() {
reset_players();
clrscr();
draw_playfield();
while (1) {
make_move();
if (players[0].collided || players[1].collided) break;
}
flash_colliders();
// add scores to players that didn't collide
if (players[0].collided) players[1].score++;
if (players[1].collided) players[0].score++;
// increase speed
if (frames_per_move > MAX_SPEED) frames_per_move--;
// game over?
if (players[0].score != players[1].score) {
if (players[0].score >= MAX_SCORE)
declare_winner(0);
else if (players[1].score >= MAX_SCORE)
declare_winner(1);
}
}
void play_game() {
gameover = 0;
init_game();
players[0].human = 1;
while (!gameover) {
play_round();
}
}
void main() {
play_game();
}